#6 Video clock

Can we represent time counting differently? 🌛

I understood there is no real need in the clock hands if time is represented by a video, but something in keeping the minimal convention of just one hand felt right.


The second’s video is a short part of Dallas Neo-Classical Ballet show, Inspired by Picasso’s costume design for the theatre.

The Hours video is the cloudy sky.

 

In this project I discovered:
1. Kmart
2. How not to connect a switch
3. How to search and read datasheets 
4. There is nothing that hot glue cannot connect

B.O.M
Aluminum plate from an IKEA lamp
Clock
Video
=
$4

Best,
– H.

Final project – OH NO 🌩

It seems to me that the key to creating a physical experience in a virtual space, with an emphasis on a ‘zero frustration’ policy, is to create flexible systems that have room for the forgiveness that exists in the physical world. Systems which take into consideration our range of motion and the necessary learning curves.

I’ve created a version of the original Skifree game from 91′, controlled by scattered black beans – a controller which is not binary, without buttons. The tactility of the beans and the monster that lurks around the corner creates a funny experience that ranges from a sense of control to complete release.

The first point where I realized I’m onto something was at Pcomp user testing session:

After a few weeks of failed solutions to combine Pcomp and ICM:

I just let go. It turned out to be the best choice for both and started working with the web camera, analyzing dark and bright areas in the picture and added a figure.


From there I moved to lentils under a camera and a screen.
ICM user testing and iteration:

Back to the web camera for game mechanics and graphic:

Once I moved away from the web camera into the beans table + projection on top of the beans, it was way easier to understand the game mechanics needed, the necessary indication for a user to understand that the beans control the game:

The biggest challenge on that point was to limit the camera field, and understanding how to translate this limited field into the game axis (+ avoid dispersing beans on the entire floor).

Thanks to:
– Roi for debugging
– David for the box

I’ll create better documentation on the winter show, here is a small one.

It was tremendous fun to invite people and watch them play in order to improve. I got to know a lot of people on the floor, and some friendships came out of this playdate.

Another nice moment was on the final presentation where 5 people played together – up to that point I saw only one person playing at a time. 

On a personal note, on the first post in this class, I wrote: “I’m an Illustrator, I read a lot and have a nice sense of humor – my way of learning is by trying things I believe will trigger a positive reaction. Once I find the right ground to experiment and let go of all worries, no matter in which field – doors to different kinds of knowledge I didn’t even know exist reveal themselves and there is no greater pleasure.”

Little did I know.

Thanks a lot for teaching me what I know now.

– H.

# Enclosures

✨ New year’s wish chestnuts ✨

I thought of enclosures which exist in nature – marched into Whole Foods – and purchased a small bag of chestnuts for 1.95$.

1. Cut them in half using the band saw
2. Coated the sawed nuts from the inner side with glue
3. Asked Marco, Sam & Koji to write their New Year’s wishes
4. Inserted the wishes into the empty nut
5. Sewed the nuts back together

Happy new year.

– H.

#5 Materials and fasteners

For the Pcomp final, I made 3 illustrated sculptures, activated by light.

The original enclosures were supposed to be fully wooden with an aluminum plate top – a wonderful material – I sanded it with fine sandpaper, drilled in it, super easy super nice… ⚡️

After cutting the first two sides with the miter saw (how would have imagined me feeling comfortable with that) I quickly understood that since I need the flexibility that will enable me to repair the sensors and motors that will surely fail – the box cannot be made entirely of wood.

And that’s when the beautiful combination of cardboard and wood sewn with a thick cotton thread sparked.

The visual language of the enclosures worked well and complimented my illustrations.

B.O.M
Wood found outside in the dumpster
Cardboard from the shelf
Cotton thread I found on the floor
3 aluminum plates
=
$ 8.76

 


– H.

Winter show proposal

A version of the original Skifree game from 91′. The game is controlled by scattered black beans – a controller which is not binary, without buttons. The tactility of the beans and the monster that lurks around the corner creates a funny experience that ranges from a sense of control to complete release.

– H.

Fin #3 – BOM, timeline and a system diagram.

After flipping in my mind the game and the controller and then the game again – I understood that if my core value is ‘Zero frustration, maximum magic’ and that the player can never go wrong, the interaction should be simple.

I put on my hat, gloves, and coat – and walked toward MAD museum for the sonic arcade exhibition. the concept is simple: touch-sensitive surfaces with light and sound feedback that creates a mini playground for adults.

In order to keep:
1. Zero frustration
2. Instant feedback
3. The lentils tactile

The controller will measure the player left and right movements using two ultrasonic sensors in the bottom left and right of the box. the character will move according to the particles moving on the top fabric.

Game mechanic: a storyline which progresses on a horizontal line – requiring a left and right movement (much like this beautiful example).

The LED strip will provide the player hints and a sense of connection to the projection.

The finalists:


And as the old saying goes: The next controller will be better 🙃

– H.

#2 Multiples of something

I’ve made 5 Necklaces which are also pins, and 7 smaller pins.

I broke the process into small steps, which worked for the necklaces – but when I tried to switch steps 1 and 2 for the pins it turned out it was easier that way.

1. Laser etch the pin holes
2. Cutting circles using the Drill Press
3. Slicing the circles using the Band Saw
4. Sanding
5. Drilling
6. Oiling the wood
7. Gluing the pins
8. Thread a necklace
9. Done.

The difficulties I encountered were that the pins that came in the mail did not match the measurements that were registered on the site, and – it turns out – it׳s really hard to drill an exact hole from one side to the other.

The process in pics:

I must say – I’ve learned a lot. The Necklaces took a full day, and when I wanted to challenge myself again into making 5 things that are really the same, the pins took 3 hours.

+ It was my first time using a saw and a drill… ⚡️⚡️

Lessons for the next time:
1. If it requires precision (like the pin hole), I’ll wait until I have all the pieces and then I’ll measure.
2. It was nice to divide the process into doing one small thing every day.
3. Enjoying the process and revisiting my idea often were key ingredients.

– H.

FIN – Concept and thoughts

In one sentence:
I wish to build a b&w game, controlled by small physical particles. It will be a combined project for Pcomp and ICM, where the physical controller complements and creates a visually intriguing game experience.

I’ve tested the concept on Tuesday at Pcomp class  (Jeff Feddersen’s class) using lentils and Post-It notes, and it was a fascinating experience. The reactions were really positive, questions arose about the game mechanics – I built the experiment as a mission game, now I’m not sure it’s the right one…

Questions:
1. Which kind of game mechanics fit with the way users interact with the particles controller? (mission \ puzzle \ creation etc.)
2. Where do I start? I need to plan the game in such a way that I can manage to build it eventually (I’m a slow code writer).

Playtesting:

Timeline:

Inspiration:
1. Brian Rea
2. Velocity by Karolina Glusiec
3. chronemics
4. frankensim

– H.